A QUICK GUIDE TO THE ORDO
History of the Guild
For over nine thousand years, our guild has been at the forefront of combating the myriad of threats that face the Silverhost Empire. Ever since its foundation, we have protected its borders from all types of menace, from within and without. We travel the Neptaverse to quell infestations, seeking out terrors and battling monstrosities. Our fame follows us and the young ones idolize us. We are the heroes of the realm and protectors of the Empire.
In the halls of our home, the Nocuit Keep, there are a collection of trophies that is the stuff of legend. Included are the Skulls of the Vyatel Dynasty of Astral Dragons to the plucked out eyes of the giant kraken, Minahad the Devouring and the bones of Ikbael the self proclaimed Demi-God himself. The great hall is the remembering place for many past threats kept as relics of the past. Those of us that have done more remarkable things, find our tallies and tales forever marked in the Grand Book of Heroes. To be remembered among these pages carries no greater honor for a member of our guild and it is what all of us strive for; glory to the Empire.
The Diviospecs
The Ordo is broken down into divisions known as the Diviospecs or 'Specs', each with their own specialization and hierarchy of commands. The largest specs are the Astrata, the Monstrum, the Magicae, the Diabolis and the Hereticus; the big five.
The Astrata are agents who patrol, navigate and explore the astral currents for any trace of one of the connectable gates of L'Astra Porta. Often connected or attached to the exploratory missions of the planet hopping guilds, these agents represent the Empire's interests during the larger prospecting convoys. Relations with Corpo-Guilds is a priority and it would seem, at times, they are protecting the Corpo-Guild interests as much as the Empire's.
The Monstrüm are agents who specialize in the hunting of aberrations, beasts and monsters that threaten the Empire's borders and planets. These brave agents are the first and last defense against the viciousness and ferocity of the primal creations of the Neptaverse. Most of the threats are to populations of municipalities that come to this spec's attention however there have been instances of cosmic level threats that endangered entire planetary systems. On these rare occasions, the entirety of the Silverhost Navy has been brought to bear.
The Magicae are the hunters of rogue magic casters and unsanctioned arcana users. There are few but those able that dodge the Magistrate's tight grip or betray their oaths to the Collegiate's Creed are their prey and they are relentless in their pursuit. Magic of all types are under their purview and their reputation of mercilessly chasing those they deem offenders is infamous across many galaxies.
The Diabolous hunt the demons from the Abyssys and devils from Nilhevete who cross the planar barriers to prey on citizens of the Empire. Their charge is to banish the demons in all their forms and imprison any devils who cross past the forbidden plane. Gods of the Dark Planes are battling each other and the Divine Family for influence on the Mater and the agents of the Diviospec Diabolous are there to help maintain the balance.
The Hereticus hunt traitors of the Empire and hold everyone true to the letter of the Empire's laws. None are above their authority as they root out corruption, subdue ambition and silence dissent. Hereticus agents adhere to a strict code and through the millennia of their existence, they have maintained a pristine track record of persecuting those who put their own desires ahead of the Empire's will.
On the capital planet, all of the big five specs operate out of the same base of operations commonly referred to as The Keep. The Ordo V'Nandi has a joint command comprised of the multiple branches known within the Ordo unofficially as The Brass.
There are many lesser known specs; some form for a single detail while others focus on more clandestine operations. The Brass are truly the only ones who know the full spectrum of their jurisdiction and there is often cooperation between specs in the Ordo with a singular focus to protect the Empire.
The Keep
On the Aegda Island in Cornerstone is the Nocuit Castle known as The Keep to the Agents. Out of the Ordo's few larger bases of operation within the Empire, it is considered the main.
Built upon the shear cliff face of the ocean coast and standing eighty feet tall between two perimeter walls of forty foot proportions each. Melded into the rock itself, it is quite beautiful how its construction fuses with the natural geography. Ten skinny rune crafted towers of defense form an imperfect rectangular barrier that are connected by wide rune fortified walls made of light gray marble that shades around the top walls. Wide diamond shape windows are scattered across the walls for defense and artillery in case the need for it arises. An aerial port with a dozen landing docks is constantly abuzz with Ordo Air-Ships. As an entrance for non aerial craft, a gridded gate with colossal metal doors are connected by a drawbridge. The bridge itself is magically protected by powerful glyphs of warding that face west and connect to the rest of the island. With facilities that house nearly a hundred, most of this structure is subterranean. The floors descend thirteen levels down; the castle walls are the tip of the iceberg for the complex that spreads deep, built within the entire island itself.
The Brass
Within the Ordo, the nickname The Brass has been donned to those who report directly to the Capa-Senatorum. The structure of government allows autonomy and the Ordo's creed is that no one is above their gaze. The Brass are officially known as the Ordo Council, It is an extremely secretive organization that handles the Empire's most sensitive information.
During the founding, the Ordo Council was primarily an advisory group of arcane spellcasters who served the Empire's Warden-Elects on all matters magical. Since then it has grown into an investigative branch of the Silverhost Empire for a wide variety of issues that are deemed as a threat, including unsanctioned magic use, disruptive planar breaches and policing the power brokers of the realm.
The Ordo Air-Ships
Matriarch-class air-ships are the planar travelling ships of the Ordo V'Nandi. Structurally, these vessels are the most advanced astra-nautical arcane technology available to the Empire. Captained by veteran navy pilots trained in the School of Dunamancy and accompanied by the finest Astralseer of their trade, these ships allow the squads of the Ordo the mobility to meet any threat in the Neptaverse head on with force or subtlety.
The Silverhost Empire at a Glance
The Silverhost Empire spans trillions of light years, a span impossible to traverse without magically aided travel. The majority of the Empire's planets are connected by a set of arcane gates. Made in an unknown time by an unknown people. These gates, the L'Astra Porta, are what the Silverhost was founded upon.
The Silverhost is governed by the Capa-Senatorum, the House of the Warden-Elects, the all powerful, oversight electorate consisting of a large number of racial compositions and galactic representatives from every corner and angle of the Neptaverse.
This Empire, like all empires before it, is always expanding; a maintenance that is reliant on the growth and the industry that comes with it. Expansion has become the focus of the Warden-Elects and with that expansion, comes an exponential growth to the number of threats; all destined to cross the desk of the Brass of the Ordo.
The Ordo Protects
Threats to the Empire's longevity come from everywhere, including within. Its short history is wrought with civil feuds and expansionist wars that have nearly destroyed itself on numerous occasions. Its hold on the collected galaxies containing gates is not a certain one and the Capa-Senatorum is a political viper pit of power hungry planetary motivations.
The union that is the
Silverhost is in a constant struggle to maintain the control of the irreplaceable system of ancient arcane gates that connects the planets. These planets have a large militaristic presence set on each These armies protect the gate itself and the cities that have built up around them. Their importance to the realm is paramount, without them there would be no Empire. They allow anyone and anything to freely travel between them, giving the ability to the
Silverhost Navy to rapidly transport the entirety of their forces across their domain. Through this system, the risk and time become minimal compared to the chaos and dangers the
Astral Sea and conventional space travel provides.
The Corpo-Guilds
The discovery of more of these gates has become the key to expansion for the Empire. Finding new gates enables the cycle of expansion related industries to continue unabated. This cycle has existed since the Empire's first colonization. Well funded galactic exploration guilds (also known as the trade planet hopping) send convoys of ships that sail beyond the gates in search of traces of more portals of this ancient system.
The large industry
Corpo-Guilds that finance the exploratory guilds, cooperate and most often fund the
Warden-Elects of the
Capa-Senatorum in exchange for rights to the contracts for the harvestable resources of the newly found planets. This symbiotic relationship can be tenuous and there are often inter-empire squabbles and alliance shifting between different factions within the realm, all vying for power.
Corpo-Guilds own the vast majority of business and industry within the Empire. Whether large empire spanning or small provincial, to a Corpo-guild, profit is paramount. Industries can be multi-planet spanning with many branches and divisions or area specific due to circumstance. Whatever the case, if there is coin to be made a
Corpo-Guild merchant will be there to get their cut. They are, what some would call, religious about their silver dollars.
The Church of the Reflection Creed
The Church has been dedicated to the Divine Family since its inception and became an early pillar of Silverhost societies. As an organization of the Empire, it is seemingly equal in power to the Corpo-Guilds and perhaps the Magistrate government itself. From lowly peasants to powerful Warden-Elects, all owe devotion to the Creed.
The Church and its beliefs have remained largely intact throughout the eight millennia of empirical years that followed the inception of the Argent's decree. Clerics, Paladins and other devout of various gods protect the Empire's way of life through smaller cult like organizations that fall under the Church's umbrella. These orders at times come into conflict with each other over the true path but they, as a unit, have been a stalwart defender against the Infernal denizens of Nilhevete.
Today, the rituals and prayers offered to the Gods of the Divine Family are focused around the burning of prayer chits, small pieces of parchment where the prayers to gods and goddesses are written. There are also many ritualistic pools for bathing that can be found in cities and towns all over the Neptaverse. These pools are meant for moments of self reflection and honesty.
While some gods have specific words inscribed in their prayers, others 'accept' concentrated thought as fulfilling devotion. No matter the method, a balance is kept and although the scales sway in a cyclic rhythm, if ever there were an imbalance, the Nine Planes of Existence themselves could be threatened.